N.G.R. FFG Type 512 Helgoland Missile Frigate:
This ship is the one of the oldest ship designs still in service with the New German Republic and the first ship of the class was started only a few years after the destruction of most of the earth when the Rifts erupted. The ship class was constructed for a period of about fifteen years. During that time, forty-eight frigates were constructed. Presently, thirty-two of them still serve in the New German Navy. The other ships were lost due to monsters, pirates, or accidents. Recently, the nation of Free Quebec has purchased the designs for the frigates and has begun construction of two of revised versions of the ship to counter the growing size of the Coalition Navy.
The Type 512 Missile Frigate is large for a frigate and is almost the length of the James Bay Destroyer but much wider. Unlike most North American large ships, the ship is a tri-hull design. This allowed for the ship to have better stability and allowed for the ship to operate in rougher seas, have a higher survivability due to having three floating bodies, vastly increased space for other vehicle and more weapons, and reduces the ship’s noise in the water. Even though the ship is elderly, the ships are more advanced than the James Bay class and are well constructed. The frigates have a special sensor suite that is linked to a phased array radar system. The phased array radar system is as capable as the Aegis system of the Coalition Improved Sea King Cruisers but the system is more compact. The ship also has both a hull sonar system and a towed array sonar system. The ship’s main weaponry are missile launching systems. In the forward and aft of the ship is a 50 cell vertical launch long range missile system. Unlike the earlier vertical launch systems, this one is automatically reloaded from under the launchers and can be completely reloaded in one melee. The ship also has medium range missile launcher systems forward and aft of the superstructure. These launchers have twenty four two missiles and can reload in just a few seconds. The forward launcher is located behind the long range missile launcher, and the aft launcher is located in front of the long range missile launcher. The ship also has eight short range missile launchers with four on either side of the ship’s superstructure. The ship’s main gun is not a propellent weapon like most weapons on Coalition ships but is a very powerful rail gun. Because the missile systems may not stop all missiles coming in, the ship has two flack cannons to destroy incoming missiles. The ship also has two torpedo launchers for ASW purposes
The ship carries a number of small vehicles including four small zodiac style boats, two XM-270 “Mosquito” class airships refitted for ASW operations, twenty X-10 series Predator power armors, and five underwater power armors. The ships being manufactured by Free Quebec will carry helicopters in place of the Mosquitos and standard SAMAS in place of the Predator power armors.
Model Type: FFG-512 Class Frigate
Vehicle Type: Ocean, Guided Missile Frigate
Crew: 105; 7 officers, 15 Chief Petty officers, and 83 enlisted (Has a high degree of automation)
Troops: 15 Mosquito crew members, 20 X-10 Predator power armor pilots.
Robots, Power Armors, and Vehicles:
|20||X-10A or X-10B Predator Power Armors|
|5||Underwater Power Armors|
|2||XM-270-ASW “Mosquito” ASW Airships/tr>|
M.D.C. by Location:
| APAR Radar Systems (4, Superstructure):||100 each|
|Long Range Missile Launchers (2, Forward & Aft):||350 each|
|Medium Range Missile Launchers (2, Forward & Aft):||275 each|
|Short Range Missile Launchers (8, sides of superstructure):||180 each|
|Torpedo Launchers (2, sides):||50 each|
|Heavy Rail Gun Turret (1, Forward)||350|
|Flack Cannon CIWS (Superstructure):||200 each|
| Primary Hull (Main Body):||1,500|
| Secondary Hulls (2, either side of Primary Hull):||500 each|
 Destroying Phase Array radar panels will destroy the ship’s fire control systems but guns have backup systems and panels can compensate for each other.
 Destroying the main body causes the ship to lose structural integrity, causing the ship to sink. If the Secondary Hulls are still intact, the ship will sink very slowly and will take a full twenty four hours to sink. This may give the ships crew time to patch the damage to an extent that the ship will float but all propulsion will be destroyed but the ship may be repairable. There are enough life preservers and inflatable life boats to accommodate everyone on the ship.
 Destruction of one secondary hull will reduce stability and negate bonuses due to quiet design and for piloting. Destruction of both secondary hulls will give the ship a -20% penalty to piloting and give a bonus of +20% to be detected. Ships speed is also reduced to 30 knots (34.5 mph / 55.6 kph)
Surface: 60 knots (69 mph / 111.1 kph)
Maximum Effective Range: Unlimited due to fusion engines (needs to refuel every 20 years and requires maintenance as well). Ship carries six months of supplies and consumables on board.
Length: 509 feet (155.1 meters)
Height: 45 feet (13.7 meters)
Width: 85 feet (25.9 meters)
Displacement: 7,500 tons
Cargo: 400 tons of nonessential equipment and supplies. Each enlisted crew member has a small locker for personal items and uniforms. Ships officers have more space for personal items. Most of the ship’s spaces are taken up by extra ammo, armor, troops, weapons, and engines.
Power System: Nuclear Reactor, average life span is 20 years
Market Cost: generally not for sale but cost 250 million credits to manufacture without power armors and vehicles.
- Hyper Velocity 120 mm Heavy Rail Gun (1): Main weapon mounted
in a turret. The rail gun has better range than comparable sized standard
cannons, does greater damage to well armored targets, and has a higher
payload due to no storage of propellant charges. This rail gun normally
fires a solid dart of ultra dense high strength materials that does massive damage to targets
that it hits but can also use explosive warheads for softer targets and
against aircraft. The rail gun turret can rotate 360 and can tilt up to
90 degrees and is useful against both ground and air targets although using
solid slug rounds, the cannon has -2 to strike fast moving targets such
as aircraft, missiles, and flying power armors. The weapon system is also
gyro-stabilized and has an advanced fire control computer.
Maximum Effective Range: 20 miles (32.2 km)
Mega Damage: A single round does 5D6x10+60 M.D.C. (optional rule is that cannon gets a critical on a natural 18, 19, or 20 due to its high penetration). Can use Standard High Explosive rounds that do 1D6x10 with a blast radius of 20 ft. High Explosive Armor Piercing does 2D6x10 with a blast radius of 10 ft.
Rate of Fire:Maximum of four per melee.
Payload: 800 rounds.
- Recoilless Anti-Aircraft Flack Cannons (2): Replaced original
point defense guns and derived from TX-862FC cannon from the Yager class
Power Armor. One cannon is mounted on the front super structure and the
other is mounted on the rear superstructure. The system is linked to a
powerful automatic tracking system and operates fully automatically to
eliminate air targets with missiles being prime targets tracked. The system
can be put on manual and is devastating to ground targets and can be used
as short range artillery as well. The system is fitted with both an independent
power supply and a laser and radar targeting system.
Maximum Effective Range: 10,000 feet (3,048 meters).
Mega Damage: Single Round: 4D6 M.D.C., Two Rounds 1D6x10, and Six Rounds 3D6x10
Rate of Fire:8 Attacks per melee (+5 to strike) on automatic or by gunners hand to hand if on manual.
Payload: 600 for each gun. That is 100 volleys of 6 rounds for or 300 two round volleys for each cannon
Special Feature: The system has a +5 bonus to strike when on automatic and gives a bonus of +2 to strike if used by a gunner.
- Vertical Launch Long Range Missile Launchers (2): Launching
cells are located forward in front of the medium range missile launcher
and behind the medium range missile launchers and the aft of the ship behind
the medium range missile launcher. The system is similar to the vertical
launch system employed on many ships in the late twentieth century to launch
the SM-2 series missile but has a reload system that reloads from under
the launcher and can reload within 15 seconds. The launchers have a total
of fifty individual cells each and can launch some or all missile cells
in a melee. The launcher can use a vast variety of missiles including surface
skimming missiles and rocket propelled torpedoes (See revised Rifts torpedoes for details.) Long range missiles are
normally used against large targets and aircraft / missiles. About half
of all missiles carried are fusion warheads and most missiles are normally
Maximum Effective Range: As per long range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per long range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), eight (8), ten (10), twenty (20), or twenty-five (25) missiles per launcher per melee. Missile cells are automatically reloaded and are ready to fire next melee.
Payload: 50 missiles in each launcher with 50 missiles in magazine for automatic reloads.
- Medium Range Missile Batteries (2): The Battery is located
on the forward end of ship behind the long range missile launchers and
in front of the superstructure and aft behind the VTOL hanger and pad but
in front of the long range missile launchers. The systems can launch up
to 24 simultaneously each and automatically reloads the launcher after
each firing. This acts as the ships middle point defense and is normally
used to engage incoming air targets and missiles. Launcher looks like a
box launcher similar to the Pre-Rifts Sea Sparrow launchers but has more
actually launchers and tilts down to accept reloads.
Maximum Effective Range: As per medium range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per medium range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), twelve (12), or twenty four (24) missiles (Each launcher operates independently.)
Payload: 48 medium range missiles per launcher for a total of 96 medium range missiles
- Short Range Missile Launching Systems (8): Each launcher
has the ability to launch 24 Short Range Missiles and automatically reloads
every time a missile or missiles are fired. There are four launchers on
either side of the ship’s superstructure. This system normally acts as
the ships inner point defense system just before the flack cannons engage
missiles. Each launcher is fitted with multiple fire control systems and
can target missiles on multiple targets. Normal missile mixture is 50%
Armor Piercing Missiles and 50% Plasma missiles.
Maximum Effective Range: As per short range missile type (See revised bomb and missile tables for details.)
Mega Damage: As per short range missile type (See revised bomb and missile tables for details.)
Rate of Fire: Can fire missiles one at a time or in volleys of two (2), four (4), six (6), twelve (12), or twenty four (24) missiles (Each launcher operates independently)
Payload: 72 short range missiles per launcher for a grand total of 576 short range missiles
- Two (2) Torpedo Launchers: Mainly design for anti-submarine
warfare but can be used against surface targets. There is one launcher
on each side of the ship. Each torpedo launcher has two torpedo tubes and
has automatic reload systems. Ship carries caries 80 reloads for torpedoes.
Maximum Effective Range: 20 miles (32 km)
Mega Damage: By Medium torpedo warhead type (See revised Rifts torpedoes for details.)
Rate of Fire: Can fire torpedoes one at a time or in volleys of two (2) torpedoes each launcher per side, the launcher can fire a maximum of two volleys per melee each launcher.
Payload: Has 80 torpedoes for reloads.
- Chaff Launcher (2): Located on the superstructure of the
ship, they are designed to confuse incoming missiles. Both launchers must
be operated or effects will be reduced. Rifts Earth decoys systems are
assumed to not be effective against Phase World / Three Galaxies missiles
due to technological difference. Reduce effects by 20% against smart missiles
(Add +20% to rolls for smart missiles) and reduce effects of launchers by 10%
per launcher not used (Add +10% to rolls per launcher not used.) Only useful
against missiles, not useful against torpedoes underwater.
Maximum Effective Range: Around Ship
Mega Damage: None
- 01-35 - Enemy missile or missile volley detonates in chaff cloud - Missiles are all destroyed.
36-60 - Enemy missile or missile volley loses track of real target and veers away in wrong direction (May lock onto another target.)
61-00 - No effect, enemy missile or missile volley is still on target.
- Advanced Towed Decoys (4): The vessel carries four advanced
towed decoy drones. They are a small automated vehicles that creates a
false sonar image designed to mimic the vessels. The decoy is dragged behind
the submarine using a cable. If decoys are not destroyed, they can be recovered
and repaired. Rifts Earth decoy systems are assumed to not operate against
Phase World weapons due to technological difference.
Effects: The decoy has an 80% chance of fooling ordinary non military sonars and non smart guided torpedoes, the decoy has a 50% chance of fooling military level sonars (like those of the Coalition), and the decoy has a 25% chance of fooling advanced military sonars (Like those of the New Navy and Triax) and smart torpedoes.
Maximum Effective Range: Not Applicable
Rate of Fire: One can be deployed at a time and requires two minutes to deploy (Reel Out) another decoy
Payload: 4 Decoys.
The ship has all systems standard on a robot vehicle plus the following special features:
- APAR 12 Three Dimensional Search Radar System An incredibly advanced radar and computer system first developed before the coming of the Rifts and is the equal of the Aegis system on Coalition Navy vessels. Powerful and flexible radar system that is comprised of four panels that each emit radar waves. If allowed by the horizon, the system can track out to 800 miles (1280 km) and can simultaneously track and identify up to 1152 targets at one time. The system controls missile launched from the long range missile launchers and the system can track and guide each individual missile to a individual target for up to 288 targets. If a target is eliminated, missiles are automatically guided to a new target. The system can also control missiles launched from other linked vessels as well and can also act as fire control for gun mounts. The system gives a +10% to read sensory rolls, +2 on initiative, and +1 to strike.
- Advanced Hull Sonar: Mounted under the bow of the ship. Range of 25 miles (21.7 nm / 40.2 km). This hull sonar system has both a passive and active system built in. Sonar system can track up to 32 targets at one time
- Advanced Towed Array Sonar System: The system is basically a long and very sensitive sonar system carried behind the ship on a long cable. Range of 100 miles (86.9 nm / 160.9 km). This towed array sonar system has both a passive and active system built in. Sonar system can track up to 64 targets at one time.
- Sonar Masking System: The hull is designed to minimize noise from the hull and uses water bubbles to form a barrier against sonar as well. Gives a -20% penalty to any Read Sensory Instrument rolls to detect this ship using sonar.
- Radar Defeating Profile: The ship superstructure is designed so that the radar profile of the ship is reduced. Because of this, attempts to detect the ship using radar are made with a -20% penalty to read sensor rolls when attempting to detect this ship. Go to General Detection Penalties for more information on penalties and bonuses to use with stealth.
- Combination Radar Detectors and Active Jamming System: Combination of radar detection system (ESM) and an active jamming system. The system can detect another radar system at 125% of the range of the transmitting radar. In jamming mode, causes -25% to detection but when it is active, other vehicles/ bases can detect that it is jamming, and some missiles will home in on jamming signals. Jamming also causes a -4 penalty to all radar guided weapons.
- +20% to Piloting Rolls
[ Altarain TM, Bandito Arms TM, Brodkil TM, Chipwell Armaments TM, Coalition States TM, Cyber-Knight TM, Federation of Magic TM, Free Quebec TM, Golden Age Weaponsmiths TM, Horune TM, Iron Heart Armaments TM, Kankoran TM, Kittani TM, Kydian TM, Larsen’s Brigade TM, M.D.C. TM, Mechanoids TM, Mega-Damage TM, Megaversal Legion TM, Millennium Tree TM, Mutants in Orbit TM, Naruni Enterprises TM, Naut’Yll, New Navy TM, New Sovietskiy TM, NGR TM, Nog Heng TM, Northern Gun TM, Phase World TM, Psyscape TM, Rifter TM, SAMAS TM, S.D.C. TM, Shemarrian TM, Splugorth TM, Stormspire TM, Sunaj TM, Tolkeen TM, Triax TM, Wellington Industries TM, Wilk’s Laser Technologies TM, Xiticix TM, and Zaayr TM are trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
[ Beyond the Supernatural®, Heroes Unlimited®, Nightbane®, Ninjas & Superspies®, Palladium Fantasy®, and Rifts® are registered trademarks owned by Kevin Siembieda and Palladium Books Inc. ]
Image drawn and copyrighted by Mischa (E-Mail Mischa). Click on line drawing for a better view.
He has no art home page at present but many other items on my site.
Writeup by Kitsune (E-Mail Kitsune).
Copyright © 1998, 1999, 2001, 2002, & 2006, Kitsune. All rights reserved.